/Engine/Source/Runtime/AIModule/Classes/AIController.h
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/
class AAIController : public [AController](API\Runtime\Engine\GameFramework\AController), public [IAIPerceptionListenerInterface](API\Runtime\AIModule\Perception\IAIPerceptionListenerInterface), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface), public [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface), public [IVisualLoggerDebugSnapshotInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerDebugSnapshotInterf-)
uint32:  1
bAllowStrafe
Is strafing allowed during movement?
TObjectPtr<UBl...
Blackboard
Blackboard
uint32:  1
bLOSflag
Used for alternating LineOfSight traces
TObjectPtr<UBr...
BrainComponent
Component responsible for behaviors.
uint32: 1
bSetControlRotationFromPawnOrientation
Copy Pawn rotation to ControlRotation, if there is no focus point.
uint32:  1
bSkipExtraLOSChecks
Skip extra line of sight traces to extremities of target being checked.
uint32:  1
bStartAILogicOnPossess
Bydefault AI's logic does not start when controlled Pawn is possessed.
uint32:  1
bStopAILogicOnUnposses
Bydefault AI's logic gets stopped when controlled Pawn is unpossessed.
uint32:  1
bWantsPlayerState
Specifies if this AI wants its own PlayerState.
TObjectPtr<UGa...
CachedGameplayTasksComponent
TSubclassOf<UN...
DefaultNavigationFilterClass
FFocusKnowledge
FocusInformation
TObjectPtr<UAI...
PerceptionComponent
FAIMoveComplete...
ReceiveMoveCompleted
Blueprint notification that we've completed the current movement request